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Legacy of Sorasil quest pack?

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Re: Legacy of Sorasil quest pack?

Postby lestodante » Tuesday September 6th, 2022 4:29pm

Should the Mystic be considered more like a female barbarian or more like a female wizard? Her stats are more like the wizard but for what I remember, a "mystic" in D&D is usually some kind of martial arts warrior.
In Legacy of Sorasil she is pictured like a female barbarian wearing a cloak and chainmail bikini. Is this because a mystic can't wear armour (like the wizard) or because she is more like Red Sonya?


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Re: Legacy of Sorasil quest pack?

Postby HispaZargon » Tuesday September 6th, 2022 4:44pm

You know the 'conflict' around the Mystic art shown in the Amiga game... I don't see if we could take it as a good reference according to the stats the Mystic has in the videogame. In my opinion, I would consider the Mystic more like a Wizard, even weaker in strength but stronger in Magic (3 BPs, 7 MPs).


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Re: Legacy of Sorasil quest pack?

Postby Kurgan » Tuesday September 6th, 2022 9:32pm

I took a different perspective with my own version of the character... she is stronger in combat than the Wizard (by a little) and her magic is initially stronger (able to have a greater combination of combat and healing magic, rather than having to choose one emphasis or the other), but later on the Wizard (through completing many quests) will ultimately be stronger in magical terms.

Granted, this was me using the game stuff as inspiration not trying to translate it 1:1 into the physical board game world.


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Re: Legacy of Sorasil quest pack?

Postby RealCato » Monday January 2nd, 2023 2:23am

lestodante wrote:Should the Mystic be considered more like a female barbarian or more like a female wizard? Her stats are more like the wizard but for what I remember, a "mystic" in D&D is usually some kind of martial arts warrior.
In Legacy of Sorasil she is pictured like a female barbarian wearing a cloak and chainmail bikini. Is this because a mystic can't wear armour (like the wizard) or because she is more like Red Sonya?

In the videogame she is a wizard. I think she has access to heavy armor at the cost of some stats and/or spells. In the videogame this doesn’t have a big effect on gameplay since spellcasters cannot endure melee combat anyway, and you can cast the same spell until your mana runs out. For the boardgame we’re trying to make the characters more unique.
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Re: Legacy of Sorasil quest pack?

Postby lestodante » Monday January 2nd, 2023 5:55pm

reading her description and stats in the booklet she seems to be even stronger than the wizard with the use of magic


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Re: Legacy of Sorasil quest pack?

Postby Virg » Friday June 21st, 2024 1:33pm

I'm unsure if it's been found or posted on before. But here are the three missing Earth Spells and an item list available through a hacked copy of the game that enables cheat codes:

Scroll of Create Pit
Spell of Stone Bridge
Pass Rock Spell

They exist in the game and can be created with cheats enabled, but do not function. For example you can cast Create Pit on a enemy, and it does nothing. Or cast Pass Rock on yourself or another hero, and you can't walk through walls. The game went through many delays, and issues with MB, so guessing these were cut when they couldn't be fixed or implemented correctly for the final release. Cool to see that they did exist though.

heroquestiilegacyofsorasil-full-2406211053-01.png


The hacked version with cheats enables you to automatically create up to 74 items from the game into a characters 1st inventory slot (it will replace whatever is in the slot if something is already there). This appears to be a fairly extensive list, please let me know if it's missing anything from any known item lists available.
1 Broadsword
2 Shortsword
3 Greatsword
4 Dagger
5 Shield
6 Pole Arm
7 Paravane Shield
8 Potion of Health
9 Potion of Health
10 Potion of Health
11 Potion of Health
12 Potion of Strength
13 Potion of Perception
14 Potion of Mind Control
15 Helm of Casting
16 Boots of Speed
17 Ring of Elements
18 Sleep Spell
19 Ring of Wonders
20 Spell of Lightning Bolt
21 Key of Bone
22 Gloves of Strength
23 Staff
24 Talisman of Lore
25 The Oracle Stone
26 Amulet of Tambor Rin
27 Potion of Health
28 Ball of Flame
29 Scroll of Fire Ball
30 Ring of Sure Sight
31 Potion of Swift Wind
32 Potion of Courage
33 Potion of Rock Skin
34 Ring of Movement
35 Tool Kit
36 Ring of Detection
37 Crystal of Water Wall
38 Ring of Courage
39 Ring of Rockskin
40 Flame of Healing Spell
41 Water of Healing Spell
42 Heal Body Spell
43 Scroll of Create Pit
44 Armour of Darkness
45 Helm of Defence
46 Cloak of Warding
47 Healing Wind Spell
48 Wall of Water Spell
49 Wall of Fire Spell
50 Spell of Demoralise
51 Ring of Fire Balls
52 Crystal of Swift Wind
53 Ring of Swift Wind
54 Heroic Brew
55 Axe
56 Dagger of Might
57 Amulet of Protection
58 Gauntlets of Virtue
59 Albios Helm
60 Palaestra Sceptre
61 Chain Mail Armour
62 Plate Mail Armour
63 Staff of Doom
64 Bane Short Sword
65 Biter Dagger
66 Spell of Stone Bridge
67 Spell of Fear
68 Spell of Tempest
69 Spell of Rust
70 Pass Rock Spell
71 Scroll of Thorastin
72 Staff of Teleportation
73 Venom Broadsword
74 Old Parchment
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Re: Legacy of Sorasil quest pack?

Postby Virg » Friday June 21st, 2024 2:12pm

Create Pit, is an odd spell, as it would create pits that would effect friendly and enemies alike. Perhaps this was their way of creating barriers like the Wall of Fire and Water? They're not permanent when cast, and only last a few turns, but enemy AI doesn't go through them, so they never do damage, and you can't cast the spell on the enemy square, it's more of a way to delay enemies from reaching your party.

Stone Bridge seems like a alternative spell to the Ice Bridge spell in the Frozen Horror. Allowing you to create a permanent bridge to move over traps, pits, and chasms. Basically a casted remove trap spell, but with the extra utility to create a space over a chasm.

Pass Rock is just Pass Through Rock. Ultimately this probably came down to what do you do if the player goes through spaces not intended by the game. There's a square on the Oracle Stone level, that you can go into, and it lets you travel along the water surrounding the Dark Elf's base. So my guess this was pulled due to some unintended gameplay and bugs it would introduce. You'd be able to skip quite a bit of content, considering the spell is castable multiple times per turn and on every turn as well.
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Re: Legacy of Sorasil quest pack?

Postby Phantagia » Friday July 19th, 2024 9:42pm

HeroQuest II
The Legacy of Sorasil


Greetings Champion!


Behold the lands of Rhia! Once a great empire, now dying under the stranglehold of corruption and pestilence. The rivers have dried, the harvest lies withered on the parched earth and the livestock are diseased and dying. The people flock to my tower each day for assuagement, but even I can offer no council. Few in our noble kingdom are untouched by the grip of fear. My magic has failed me and soon, I will succumb to the foul curse.

I do not believe this pestilence is the work of nature. Using all my powers I am now certain that the forces of darkness are responsible for this festering morass you see before you. My spells have revealed a magic so great and evil that the one responsible for its hegemony is shielded from my detection.

You must rid the land of this malediction, lest all perish and evil will reign all powerful.

Beyond the Shadow Mountains far from here, lies the land of Kolchath. Once a mighty empire of sultans and demi-gods, Kolchoth now lies a decadent ruin that remembers little of its former glory. Go to Kolchath and locate the two talismans of lore which will aid us in our hour of need. Thence, look to the East, where the rising sun illuminates the lands of Garathor wherein lies the lost Amulet of Tambor-Rin. Turn Southwards across the plains and beyond. To where the moon casts its shadow, to the begotten land of the Elves, The Iron-Wood Forest for there, legend proclaims, lies the Oracle Stone.

With these artefacts I shall heal the land before evil overruns us and darkness reigns all powerful.

Beyond that I cannot say, But steal yourselves for a task greater than any that you have faced before.

I have given you what help I can in the form of the ancient runes of the guild of magic. I do not know if they will be of use, but guard them safely, for they are sacred. You will find them on the previous scroll of this tome. Go now and may you be revered in the sagas for eternity. You are our only hope

Alamon The Mystic 23.13.24

The Barrow Mound of Yaserat

‘To reach the Island of Rin and Ironwood \forest you must cross the Shadow mountains my young friends -- not a very hospitable place to be sure. It would take far too long to travel around them as the range stretches for many hundreds of miles, so to this end, you must tread the path that takes you through the Valley of Sorrow, a region of very narrow gullies. Within the Valley of Sorrow lies the Tomb of Yaserat, an infamous Vampire-King of legend. You must pass through his cold halls to reach the far side of the mountains.’

‘Legend and ancient text tells of Yaserat’s Door of Skulls, a magical door, which to open needs the Vampire’s Key of Bone. Guarding this door is a stone Golem called the Warrior of Stone, which is said to be invincible unless the Ring of Elements is worn to combat it.’

‘Both the Key of Bone and the Ring of Elements are rumoured to lie within Yaserat’s Barrow. Passage cannot be made without these relics.’

‘Look hard and beware the Vampire Yaserat and his legions…’

The Castle of Dark Corruption


‘High upon a densely wooded hill, one days travel to the north of here sits a dark and forbidding shadow of stone known to travellers and minstrels alike as the Castle of Dark Corruption a name not so far from the truth.’

‘Once the splendid manor of a long-forgotten Lord, the castle is the headquarters of a clan of Ratmen and their vile Priest Hornson Vilebreath. What their immediate plan are no-one can tell, but travellers to my store tell of strange lights seen above the castle on chill nights. Some also tell of dark winged creatures which fly on unnatural winds amongst the ruined towers and parapets at twilight.’

‘It is rumoured that the Ratmen possess an item sacred to them, a Staff of Teleportation which they cunningly use to surprise enemy clans, ambush travellers and to wreck havoc on distant villages.’

‘Go then if you dare to the Castle of Dark Corruption, but let me warn you, their staff of Teleportation will be guarded heavily: the Ratmen would rather die than relinquish its power to any enemy.’

The Island of Rin


‘Once o thriving Temple and Cultural Centre, the land of Garathor is now a dark place of haunted lagoon and shivering marsh where the cries of the undead can be heard above unholy wind blowing from distant fen. This derelict place was once the home of Tambor-Rin, a mystic from far and wide – killed by the corrupt hand of the Dark Elves, but legend has it that Rin’s Amulet of Healing still rests within the crumbling walls of his forgotten Temple of Truth, now home to a colony of Mire-men and Drago-liche.’

'In the ruins there are many magical defenses, among them the Maze of Madness, a puzzle composed of stones, forming a bridge above the foul water to the Temple, but tread carefully for without it’s secrets death shall come swift and surely.’

‘Rumour talks of the lizard-lord, Thorastin, whose war-cry echoes the mires and stagnant pools. He is said to possess a scroll which shows the one safe route through and across the Maze of Madness. Find Thorastin and you’ll find the scroll to help you.’

‘Brave journey men locate the Amulet of Tambor-Rin for our time ebbs like the outward tide.’

The Oracle Stone

‘Ten score years ago the Oracle Stone became the hub of controversy between Aranwyth the High-Elf King and the Elven nation of Ironwood Forest whom he ruled. Aranwyth’s predecessors has been cruel and ignorant and many bloody wars had ravaged the beauty of the forest as a result. Under Aranwyth the Elves were contented, and trade and relations with others was excellent.’

‘But on that fateful day, an ominous shadow appeared at the back of the king’s mind. Becoming obsessed with the horror that things could change back to how they had once been, Aranwyth began construction of a talisman of Prediction from the long-dead bones of his predecessors with the aid of his best Elven Magicians.

Most Elves were shocked when they heard of Aranwyth’s desecration, but when they finally saw the Oracle Stone he held before them, they became spell-bound by it’s beauty and power.’

‘With the King’s new toy, the Elven kingdom began to witness peace and prosperity like never before. Famines were avoided, disease almost wiped out, and wars became distant memories. But then came the fateful night when
Aranwyth’s body was found beneath the castle’s highest tower with a dagger stuck in his chest. It was learned much later by one of the Elven magicians that Aranwyth’s Oracle Stone could nor foretell the future of the one who asked it’s secrets. Thus was Aranwyth’s downfall.’

Before the Magician’s Council could react to the king’s death, bloody war began to rage between Elven kind as one clan accused the other of assassination. Great magic’s were cast and spells woven as one by one the Elven’s minds twisted in bitterness and resentment. Such was their anger that the Underworld spoke to them and drew the Elves to an icy death never to be seen again.’

‘Word has spread to me, brave adventurers, that the once-lost Oracle Stone is nearing discovery in Iron-wood forest. Dark Elves have been seen there amongst the ruins. You must be swift and retrieve the Oracle Stone before they do, for the Dark Elves are surely in league with Lord Venthrax.’

‘Be swift, But be careful.’

Khaz-Aldoth

‘Long ago – at the time of Sorasil’s crusades – the place known by travellers as The Hellpits, and Khaz-Aldoth by the more learned, had become the centre for all Dwarven metal workers in the known world. For many years the forges belched but their fires as the Khaz-Aldoth Dwarves strove for perfection in all they constructed. So prized were the artifacts they made, that they could name almost any price for them.’

‘Year after long year the Dwarves toiled until one day a new seam of metal was mined and forged. The Dwarves named the metal Diamond Iron, for it was indeed as hard as Diamond when smelted and forged for weapons. But there was a price to pay, for the metal was seeped in the foul odour of chaos and at first the Dwarves were ignorant of it until – of course – it was too late. As they remain today, the Dwarves of Khaz-Aldoth became bitter and twisted shadows of what they had once been, tainted by the evil seeping from their forges far below the mountains.’

‘Deep within these haunted halls lie the Shilding Cloaks of Sorasil’s Knights. The Oracle Stone tells that they warded by very powerful Dwarven and chaotic magic’s, but is unclear as to what. Also guarding the cold hall of Khaz-Aldoth are the Rockeaters, a malign race of creature used as hounds by the Dwarves to literally eat new passageways and mine the seams of Diamond Iron deep within the earth.’

The Sewers of Koth

‘Once the proudest city in Rhia, the ruins of Koth are now riddled with dark places where shadowy creatures skulk in the darkness, awaiting the foolhardy traveller. Koth was once the major river-port for Rhia when great barges and shoonrs of may-coloured sails sailed the trade route, full to brimming with spices and trade goods from foreign lands.’
‘Since the war with the Dwarves of Khaz-Aldoth who had taken a dislike to General Mor-Galin – Koth’s military leader, after he had double-crossed them over a shipment of arms – the ruins of Koth and in particular it’s sewers, have become overrun with the White-Tooth Clan of Ratmen whose leader is Priest Gruntas Foul. Recently, they have been obsessed with raiding and plundering the small hamlets and villages around the shores of Lake Kanth.’

‘Beneath the ruins of Koth lies the temple of the White-Tooth Clan, well hidden within the miles of sewers and cess-pits. Somewhere – in some dark corner – within this foul place rests Paravane, the shield of Sorasil.’

‘Be of open eye, look closely, for it is surely well hidden from raiders…’

The Temple of Oblivion


‘The Temple of Oblivion is probably the last remaining sect where Draco-Liche Cenobites still worship the Ancient
Kolchoth Dragon, Kavule. Long ago – when the sect was young – at each corner of the known world, such Temples and great pyramids commanded authority over many lands.’

‘The priests of such Temples – known as Wings of Kavule – where powerful Drago-Liche had knowledge of Arcane Magic. But most probably, their most powerful magic lay in the art of Teleportation which when used cunningly could transport entire legions of Draco-Liche from one land to another.’

‘Moreover – as history has it – on the full moon of every month and after long ceremonies, the pyramids known as the Eyes of Kavule would teleport to another land, or perhaps another plane to make it almost impossible for their enemies to track them down.’

The Oracle Stone has revealed that the temple pass-key for this month contains six letters. By further investigation it has been learnt that the word is one of four possibilities:

Xanthu, the priest of the sect.
Kavule, the Dragon which the temple worship.
Albios, the name of power of the Helm you seek.
Kulcat, the founder Priest of the sect.

The Temple of Sorasil


‘At the summit of Mount Spire, at the top of the known world and at the head of the 10,000 steps of Sorasil’s Stair, lies the crumbling ancient home of the Order of the Knights Vigilant. Once this place was the hub of all politics for free-men as the virtuous knights sat and planned raids against Astor De Velle’s soldiery.’

‘Deep within the temple lies Sorasils’ Prayer Room where rests legendary Palaestra upon the main altar. This whole room is trapped by a maze of sorts but here the Oracle Stone is uncertain and unrevealing of exactly how it works. One thing is sure – if the maze is trodden incorrectly, the temple defences will be alerted of intruders.’

‘Making their home within the outer compound of the temple are a race of warrior type creatures known as the Kcintu who have burrowed into Mount Spire and created a complex series of tunnels which connect their warren nests.’

Venthrax Castle


‘Very soon, you approach the unwelcome sight of a forest and judging by its size and composition, you believe it may be similar to the one encountered close to the Temple of Oblivion. With shrugs of resignation you enter…’

‘Something tells you that the enchanted forest are of Venthraxs’ doing, perhaps created to ward against his enemies. Leaving what hope is the last of them behind you continue eastwards until you spy a small copse. A cry for help from within alerts you…’
‘You now climb impossible paths slowly upwards towards the towering monolith of Venthrax Castle, whose topmost towers bathe in some unnatural light. Flashes of light dance above you as you climb even further, Thousands of bats dance and whirl to some unheard song among the battlements their shrill cries a warning to turn back.’

‘Somewhere deep inside the castle like Garden of Disorder beyond the portal which will take you onto the Chaos Planes to confront Lord Venthrax.’

‘The initial task has comparisons to the entrance puzzle found at the Temple of Oblivion except depending on where each character arrives at the castle, the code is different.’

‘The Oracle Stone suggests to code words are BANE, HELM, KOTH and LORD.’

Ending


Venthrax has been defeated, and the dark Elf hoards have disbanded.

The rule of tyranny is at an end.

As you watch Venthraxs’ soul be torn from his very body, you can’t help but feel immensely relieved.

You all admit there were times when the might of the mage seemed overwhelming, nut you’ve finally done it.

As you make your way home, you notice the land beginning to breath again. The flowers grow before your very eyes…

…and the animals resurface.

Venthraxs’ spell has been vanquished, and the people of Rhia are safe once more.

The people of Rhia are eternally grateful to you, and upon your return you are granted the highest honour in the land…

…statues of each and every one of you are erected in the town square.

As you present the mage with the sacred artifacts, the most incredible change overcomes him.

Alamon, the wizened old wizard that you know has transformed into a knight in shining armour. You notice the crest on his breastplate. The crest of Sorasil.

Noticing your looks of bewilderment He speaks ‘I am sorry, my friends. Do not feel that I have deceived you, for I am the Knight Sorasil.’

‘It was vital for me to stay here and ensure that Venthraxs’ stranglehold on the land extended no further.’

‘Thank you again, my friends, and let us all pray that your services shall not be required in the future.’

‘Venthrax has been banished to the planes of Hell, and shall not return. You have served Rhia well, and your names shall be in the history books for aeons to come.’

The End
Last edited by Phantagia on Tuesday July 30th, 2024 10:26pm, edited 3 times in total.
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Re: Legacy of Sorasil quest pack?

Postby Phantagia » Friday July 19th, 2024 10:06pm

The Island of Rin

I played the CD32 version of this game. This quest seems to be missing the second page of text in the intro to this quest. I cannot find any reference to the missing text. Is this error in all versions of the game. If anyone has this missing text, could you please post it.
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Re: Legacy of Sorasil quest pack?

Postby Phantagia » Monday July 22nd, 2024 12:15am

I have posted images of the map on the Facebook page.
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